Aiming to direct an object to interact with another or to target an enemy can provide a player with a sense of precision and control, for example, the ability to shoot an enemy that is far in the distance rather than limiting the player to hand-to-hand combat. Aiming can be anything from aiming to kill an enemy or to hit a button from a distance.
Building can allow the user construct parts of the interactive experience. Building can allow the player to develop the environment around them. In games like the Civilization series, building is a core component in gameplay because it can allow the player to advance through the game in various ways.
Collecting allows players to collect items for use later on. Collecting items may be seasonal (such as Christmas) and have expirations (for example, you can only collect items for one week). The main objective here is to let the hoarder free inside of us.
Creating allows users to create their own content. This may be within defined parameters or unrestricted parameters. Creating often allows the user to customize their experience, allowing them to personalize their interaction and adding another layer of personalization. Ultimately, the player has designed something that is created.
Customizing allows the user to customize elements of their experience, which can provide a more tailored experience based on what a player likes or doesn't like. Customization may be simple (for example, name change) or extensive (such as name, aesthetics, features, and so on).
Disabling disables features in an interactive experience (for example, location settings and profile privacy), which can provide the player with a sense of authority as well as an option to control the gameplay. This can be disabling buttons to lock out other players, closing doors on enemies, disarming enemies and/or opponents, and so on.
Enabling the player to activate features in an interactive experience (such as location settings and profile privacy). Just like disabling, enabling can be about opening a locked door, and providing enemies with weapons to enable them to progress.
Finding items encourages the user to explore the environment to locate particular items to further the interactive experience. This can be searching chests for a particular weapon, collecting feathers like in Assassin's Creed, or looking for someone in particular to complete a mission.
Gifting another user an item in the form of a gift. This can be to gain rewards for yourself or to provide something for someone else. Who said true altruism is dead?
Keeping items can be as part of an inventory, as collectables, or for use later. Providing the ability for users to keep objects means that they can use them later. Of course, it is possible to limit the amount of objects that a player can keep at any one time, in total or based on the weight. For example, some inventories place emphasis on the amount of weight that a player can carry and in some instances items are very heavy, meaning that there is less room for other items.
Losing is not always favorable, but sometimes necessary, especially if we eventually want one victor!
Making allows the user to make items; this is different from creating because a player uses existing elements to make something, for example, providing the user with parts of an item so that they can make it later. It's like finding different parts of a jigsaw puzzle, then ultimately putting them together at the end.
Obtaining items during the interactive experience can be from other players (both real and NPC's), during events (such as from bosses), through performing particular behaviors, and so on.
Organizing items in a particular order (for example, color, shape, size, weight, and so on) can improve a player's efficiency when it's needed such as during an intense battle. Organizing can be manual or automatic depending on what is being organized. Some of the most popular organization options are in inventory systems where players can order the items that they have.
Punishing a player for failing to complete an action correctly can end quite badly for a player depending on how the designer decides to punish them. For example, if they failed to meet an objective within a time limit they might lose the option of getting an achievement, or they might have to begin the entire mission again. It is also possible for other players to deliver and receive, and give to each other. For example, if a player is not contributing enough to a clan or not at a high enough level, it is possible that they will be kicked out and not permitted to rejoin until they reach a desired level.
Repairing items for use at a later stage, even in real-time, can add a range of different experiences. For example, repairing weapons at certain locations within a map encourages players to take more care about how they use them and how often. During real-time situations, such as during an intense fight, players are able to repair their weapons, armor, and so on, in real-time, such as a mech-warrior in Lost Planet 2.
Revealing elements of the experience are revealed or can be revealed if conditions are met. For example, a user will reveal the next level only once they have finished the current one. Revealing can be expected or completely surprising to the player. From a twist in the narrative, location of an enemy, or even the location of an epic weapon, revealing can be as dramatic as you wish.
Sending allows the user to send items, messages, and so on, to other players to increase the social element, which can be a useful mechanic in games where collaboration and cooperation are important.
Shooting another object with a projectile whether it is a grapple hook or bullet to get from A to B can change the way that a player engages with not only an environment, but also other players (if they are required to shoot them!).
Trading items between individuals or groups can encourage social interaction amongst players. Like sending, trading is also an exchange of items, yet it is reciprocal, meaning that it goes both ways. For example, I will give you this mighty sword for 10 Elderflower potions. If this deal is agreed to, then the trade takes place. Trading systems operate in different ways, such as sometimes you can trade with NPC's within games, or with players. It all depends on how and who you want your players interacting with and what is more important in terms of social interaction.
Using things in games allows the user to engage with a particular feature(s). The ability to use something as opposed to not using it can either create elation or frustration for a player. Imagine you're in the final minutes of the last wave of Zombies, then out of nowhere you see a rocket launcher; unfortunately, it's only there for aesthetics and not for use. This situation can vary the player's overall level of engagement with the game. The world may have been a better place if they could have used it and stopped a Zombie Apocalypse...we'll never know.
Voting allows a player to have a say that can impact future experiences/interactions with the process of voting. Voting may influence the experience of a single user or all users. We can vote to kick a player from a map, to choose a map, to decide on what options are more favorable. Voting brings an element of democracy to your experience, which of course allows players to have a say, but not allowing a system of voting and dictating choices to a player can create an interesting atmosphere.
Winning is what we all strive for when we play games. How a player wins can be anything from natural progression throughout the game, killing a boss, or even choosing to sacrifice your co-op friend for the greater good. I want to lose...said no one ever!